/*
Copyright (c) [2019年5月1日] [吴超]
[MBT_studio] is licensed under Mulan PSL v2.
You can use this software according to the terms and conditions of the Mulan PSL v2.
You may obtain a copy of Mulan PSL v2 at:
		 http://license.coscl.org.cn/MulanPSL2
THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT,
MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE.
See the Mulan PSL v2 for more details.
*/
#pragma once

#include <节点/节点.h>
#include "节点/编译声明代码.h"


void	f_JIT_1D噪波生成(uint32 num, vec2* offset, vec2* scale, float32* 强度, bool 单例[3], S_F32Array* 噪波, float32 n);
void	f_JIT_2D噪波生成(uint32 num, vec2* offset, vec2* scale, float32* 强度, bool 单例[3], S_Vec2Array* 噪波);
void	f_JIT_3D噪波生成(uint32 num, vec3* offset, vec3* scale, float32* 强度, bool 单例[3], S_Vec3Array* 噪波);

S_材质*	export_create_material(uint32 设备ID);

int32 f_JIT_getGPU纹理ID(S_纹理* 纹理);


void f_node_所有材质纹理节点JIT初始化();


